Well it is a PhD in kicking ass after all
The good thing about the classic renderer's shading is that it's much easier to tweak textures so that they have the same colour if they're on the same colour ramp. So brown egypt textures from different sets for example can still be made to match very well.
AMC TC ideas and suggestions "the thread to put all your ideas and suggestions for the AMC TC in"
#151 Posted 10 June 2016 - 03:38 AM
#152 Posted 08 August 2016 - 01:04 PM
Hey there !
I'd like to share one final wave of suggestion ^^ Know that half of them are minor details though ...
1_ New alternate .45 ammo, either .45 Magnum (if current guns use regular) or .45 Super. It would be more powerful but you'd have accuracy penalties upon shooting (pistols) or it would be higher (SMG).
2_ About the PDU, why not making the buttons interactive ? They'd be shortcuts for "Message", "Status" and "Inventory", the last would be split in two for the two pages of inventory (otherwise there would be 3 buttons for 4 screens.
3_ Also why not add a few things on the OC status screen, such as the artifact you're carrying and if the SG Loading Belt is equipped or not, if that's too accessory there might be other things you could add on that page ...
4_ Minor details from now on. Move James' arm slightly upward on the AN-94. Right now it feels like his hand is just before the GL's handle. And add his arm when cocking. Also perhaps move his arm slightly to the right on the UMP.
5_ Likewise move OC's arm slightly to the left and upward on the AK103.
6_ Finally change Rusty's hand hold on the AK-74 to hold the GL like with the other GP25 guns (there should already sprites of his hand's position for that like on the Calico for instance.
I'd like to share one final wave of suggestion ^^ Know that half of them are minor details though ...
1_ New alternate .45 ammo, either .45 Magnum (if current guns use regular) or .45 Super. It would be more powerful but you'd have accuracy penalties upon shooting (pistols) or it would be higher (SMG).
2_ About the PDU, why not making the buttons interactive ? They'd be shortcuts for "Message", "Status" and "Inventory", the last would be split in two for the two pages of inventory (otherwise there would be 3 buttons for 4 screens.
3_ Also why not add a few things on the OC status screen, such as the artifact you're carrying and if the SG Loading Belt is equipped or not, if that's too accessory there might be other things you could add on that page ...
4_ Minor details from now on. Move James' arm slightly upward on the AN-94. Right now it feels like his hand is just before the GL's handle. And add his arm when cocking. Also perhaps move his arm slightly to the right on the UMP.
5_ Likewise move OC's arm slightly to the left and upward on the AK103.
6_ Finally change Rusty's hand hold on the AK-74 to hold the GL like with the other GP25 guns (there should already sprites of his hand's position for that like on the Calico for instance.
#153 Posted 06 September 2016 - 06:20 PM
hey, im new in this forum, but I played the amc tc and its very good, I finished the two episodes and the imagination world tc v2 for the weapons of james, Btw did the mod sopport more sprites?? its a very interesting think,
I am spriter and i saw the news in the moddb page about that you accept help for spriting,mapping and stuff. and well whay you think?? for a time i was try for contact, but finally I can do it. I hope your like the idea.
I am spriter and i saw the news in the moddb page about that you accept help for spriting,mapping and stuff. and well whay you think?? for a time i was try for contact, but finally I can do it. I hope your like the idea.
#154 Posted 06 September 2016 - 10:48 PM
mekanchest, on 06 September 2016 - 06:20 PM, said:
hey, im new in this forum, but I played the amc tc and its very good, I finished the two episodes and the imagination world tc v2 for the weapons of james, Btw did the mod sopport more sprites?? its a very interesting think,
I am spriter and i saw the news in the moddb page about that you accept help for spriting,mapping and stuff. and well whay you think?? for a time i was try for contact, but finally I can do it. I hope your like the idea.
I am spriter and i saw the news in the moddb page about that you accept help for spriting,mapping and stuff. and well whay you think?? for a time i was try for contact, but finally I can do it. I hope your like the idea.
Hey if they could take you in to make sprites for crawling, jumping, swimming and possibly rolling for all characters that would be definitely neat !!
For the time being only James has all the sprites for all movements (even climbing ladders).
#155 Posted 07 September 2016 - 04:53 AM
Yeah those are pretty good! I'd be happy to have you on board if you're willing to make more
#156 Posted 07 September 2016 - 05:29 AM
Any chance we can get a "Bosses of the AMC TC" trailer, with sneak peeks at some of the boss fights from Part 3?
#157 Posted 07 September 2016 - 05:40 AM
Major Tom, on 07 September 2016 - 05:29 AM, said:
Any chance we can get a "Bosses of the AMC TC" trailer, with sneak peeks at some of the boss fights from Part 3?
Ask Micky, he's the trailer specialist ^_-
I'd like to see that too ^^
#158 Posted 07 September 2016 - 02:23 PM
What, a glimpse of episode 3 bosses? Wouldn't that be a massive spoiler?
#159 Posted 07 September 2016 - 10:22 PM
Micky C, on 07 September 2016 - 02:23 PM, said:
What, a glimpse of episode 3 bosses? Wouldn't that be a massive spoiler?
There will obviously be LeSang, talk about a spoiler like you did with Jekill for Ep1, but you'd not need to show ALL of them that would definitely be a big spoiler ....
I believe his/our point is that you'd show no gameplay at all and they'd appear for not even 3 seconds and not letting them time to say something or something minimalistic in value :/
#160 Posted 08 September 2016 - 01:47 AM
What makes you think all the bosses are people?
Anyway I won't be doing it. Both that I don't have the time/motivation, and that it will contain spoilers.
Anyway I won't be doing it. Both that I don't have the time/motivation, and that it will contain spoilers.
#161 Posted 08 September 2016 - 07:27 PM
well , depend of what kind of sprites you need,like enemies,weapons,items,etc. I have a lot of sprites that I make, some originals and other edits of diferent doom,strife and other styles. also other sprites that you can use.
this its one of my original sprites.
one unused sprite for another mod that i want help but the creator decided to not released the mod.
some edit that only do for fun.
and some npcs.
this its one of my original sprites.
one unused sprite for another mod that i want help but the creator decided to not released the mod.
some edit that only do for fun.
and some npcs.
#162 Posted 09 September 2016 - 04:41 AM
mekanchest, on 08 September 2016 - 07:27 PM, said:
well , depend of what kind of sprites you need,like enemies,weapons,items,etc. I have a lot of sprites that I make, some originals and other edits of diferent doom,strife and other styles. also other sprites that you can use.
this its one of my original sprites.
one unused sprite for another mod that i want help but the creator decided to not released the mod.
some edit that only do for fun.
and some npcs.
this its one of my original sprites.
one unused sprite for another mod that i want help but the creator decided to not released the mod.
some edit that only do for fun.
and some npcs.
Generally speaking it would be making more anims for the player sprites and maybe improving stuff as you go along - only problem is I don't have lots of time to give tutorials on adding sprites into ART tiles and stuff...but if you're up for the challenge than welcome aboard Send me a PM if you're interested and I'll give you access to the AMC TC forums.
This post has been edited by Jblade: 17 September 2016 - 11:48 PM
#163 Posted 16 September 2016 - 05:03 PM
Is there any way to play the game with crosshair and on Professional or higher?
#164 Posted 16 September 2016 - 05:08 PM
No, one of the added difficulties of those difficulty levels is the removal of the crosshair.
What you're supposed to do is try to use weapons with scopes or laser sights. Or just be really accurate with your firing.
What you're supposed to do is try to use weapons with scopes or laser sights. Or just be really accurate with your firing.
#165 Posted 16 September 2016 - 10:41 PM
Yeah - I have made some minor tweaks for episode 3 so that when zooming in with a gun that doesn't have a scope or a holosight the crosshair will appear again since I felt it made them kinda unusable otherwise, the same with grenade launchers. Down the line I'd like to add per-weapon modability so you can buy laser sights and/or scopes for the majority of weapons, but this is like I said far down the line.
#166 Posted 17 September 2016 - 01:18 AM
You can still activate auto-aim in order to ease the difficulty increase but then again it makes headshots almost impossible and using grenade launchers become more restricted in terms of range ... So what Micky said, personally I'd say aiming without the crosshair isn't that hard (especially when dual wielding) but what's problematic is that long range aiming becomes hard way more quickly and you're almost not sure that you did hit the enemy or not :/
Nice to hear there will be a solution for weapons with zoom, ultimately the best bet would be to give those an "iron sight" view like those with holo but then it would require new sprites and/or it'd make the game look like COD on that regard ...
Nice to hear there will be a solution for weapons with zoom, ultimately the best bet would be to give those an "iron sight" view like those with holo but then it would require new sprites and/or it'd make the game look like COD on that regard ...
#167 Posted 23 September 2016 - 03:53 AM
I'm not sure if this was suggested or not, but why does the slow-mo thing trigger by enemies blowing other enemies up? I thought it was meant to be for only when we do it Not sure if this was suggested before so apologies if it was.
#169 Posted 07 October 2016 - 09:40 AM
hey after a time I am practice for different styles of spriting well I have 3 news if you want to use. I´m recreate the trooper seated animation
the fixed frame
the fixed frame
This post has been edited by mekanchest: 07 October 2016 - 09:32 PM
#171 Posted 14 December 2016 - 11:07 AM
I don't know if it will make any sense, but AMC Base can have a couple of balloons and gift boxes around the place when some of the members have a birthday.
Feel yourself old right now?
Feel yourself old right now?
#172 Posted 15 December 2016 - 12:17 AM
Haha, I can barely remember when I was 16 and I'm 23
There are also plenty of boxes and christmas decorations around during the holiday season.
There are also plenty of boxes and christmas decorations around during the holiday season.
#173 Posted 24 March 2017 - 06:15 PM
I had two different ideas that just came to mind, both of which involves with new enemy types.
First up is a Sentry Bot, which could probably be something like the UAC BOT, but with a different logo (AMC, EDF, etc.). It could probably be used as an Ally, where it can be seen with soldiers, fighting off different enemies, but can also serves as an enemy too, since it can be hacked by the enemy (Cycloids, Mercenaries, etc.). It can be very strong, and it can attack by using a Chaingun, and a Grenade Launcher (Or a Rocket Launcher could work too).
(Here's an example of what It could look like. Still WIP though.)
Second is an Iron Lich from Heretic, but recolored blue, which this one is finished since it's just a simple recolor. Since it is blue, I was thinking that it can be set to any pal for a different color. (Somewhat like Lizard Trooper's armor) So Like 12 for the regular Iron Lich, 10 for Blood Lich etc. Strength, and attacks could vary depending on what color it is.
(Also the red eyes are Full brights)
First up is a Sentry Bot, which could probably be something like the UAC BOT, but with a different logo (AMC, EDF, etc.). It could probably be used as an Ally, where it can be seen with soldiers, fighting off different enemies, but can also serves as an enemy too, since it can be hacked by the enemy (Cycloids, Mercenaries, etc.). It can be very strong, and it can attack by using a Chaingun, and a Grenade Launcher (Or a Rocket Launcher could work too).
(Here's an example of what It could look like. Still WIP though.)
Second is an Iron Lich from Heretic, but recolored blue, which this one is finished since it's just a simple recolor. Since it is blue, I was thinking that it can be set to any pal for a different color. (Somewhat like Lizard Trooper's armor) So Like 12 for the regular Iron Lich, 10 for Blood Lich etc. Strength, and attacks could vary depending on what color it is.
(Also the red eyes are Full brights)
#174 Posted 24 March 2017 - 10:37 PM
I had actually wanted to use the T-800 from DNF as a friendly ally that could be hacked, although with the new DNF TC being worked I imagine he would want to keep the art exclusive for now. Got to be honest, I've always thought the Iron Lich was a goofy enemy
#175 Posted 14 April 2017 - 04:53 PM
Is it possible to eliminate the bat that fly around Sang? This thing distracts me a lot, and I hope I'm not the only one who have this trouble.
#177 Posted 15 April 2017 - 08:25 AM
Micky C, on 14 April 2017 - 07:14 PM, said:
I don't even notice it
Really? You can see him even in first-person mode, and I can see that bat every time! I can't beelive I'm the only one who have such trouble!
#178 Posted 15 April 2017 - 10:43 PM
Sanek, on 15 April 2017 - 08:25 AM, said:
Really? You can see him even in first-person mode, and I can see that bat every time! I can't beelive I'm the only one who have such trouble!
It doesn't bother me either :/
But I'm pretty sure you're not the only one with such trouble, it's just that either it's nobody HERE or they don't have the guts you do have to say it ^_-
#179 Posted 07 March 2019 - 01:59 AM
As I play for the first time in ages, I will drop some comments in this thread. I don't really want to spam up the new release thread since I'm not even playing episode 3 yet.
So, as I start my way through episode 2 in the just released edition, let me say first of all that it's an amazing mod with tons of awesome stuff. What I will say in these posts may sound nitpicky or negative, since I'm focusing on little gripes and such, but understand that's in the context of an overall experience that is spectacular.
After starting episode 2, I selected Micky as my character since he was just introduced. Micky was told he must do the LA mission to prove himself worthy of being on the AMC team, so I expected this to happen right away. But actually I go to the base first and have some freedom to check out various things. It wasn't clear whether I should be purchasing anything with the starting credits, so I didn't and found my way to the mission launcher.
The guys you can command at the start of the LA map are cool, but they couldn't follow me once I got into the first vent. I tried voice commands on them too but I guess they don't cheat to keep up with you, so they are just stuck near the start area, even though their portraits continue to be in the hud after that.
I accidentally deployed a mini-turret because I didn't realize it was the selected item, then I could not pick it up again even though it had not fired a shot. That was a little frustrating.
I feel that doing the sliding kick requires more keys than it should. You have to press forward, and press sprint, and press down, and press quick kick. If I'm already sprinting, then I feel that it should only need one other key: pressing down should do the trick at that point, since in most games that have sliding, pressing down while sprinting will start a slide.
The inventory wheel is pretty cool but I wish it showed the names of the items. I have no idea what a lot of these things are. I realize that placing text next to graphics can be a pain, but maybe there could be versions of the sprites just for the inventory wheel that have the names as part of the sprites.
When there's lots of pieces of glass on the ground, the sound it makes walking over them is a bit overwhelming and doesn't really convey what is happening for me. imo that's a detail you could just leave out and not have it make a sound. For what it's worth, Ion Maiden has this issue as well with lots of incidental environmental sounds from bumping into stuff taking up too much of the audio.
I did the area where you step on a shrinker trap -- very creative and well-executed! But as always, I have complaints. I found the ramp leading out of the room and promptly sprint jumped to the other side. I decided to go back and explore, went into the lego house, did the things and found the bikes on the roof. Well, I did end up taking the bike over the ramp, but this turned out to be much more difficult than simply sprint jumping it. I take the bike up through the vents and park it. There's thumb tack that I can interact with -- that made me turn around. It took a few times before I realized it was turning me around because I was getting on a rope ladder. Since I couldn't see the rope, it looked like I was just turning for no reason. You might consider putting up an icon showing that the player is in ladder mode, or just forcing them partway down the ladder so it becomes obvious. Alright, so last part of the shrinker area. I take the bike down into the fiery room where there is clearly a ramp to jump over the flames. I try this a few times and die because the jump is too far. Then I notice a side ledge that I can just walk on, so I do so. The bike is a red herring at this point: you don't need it at all and it's easy without it. In any case, this whole area was still a lot of fun and I will have more to report in the future (probably in less detail).
So, as I start my way through episode 2 in the just released edition, let me say first of all that it's an amazing mod with tons of awesome stuff. What I will say in these posts may sound nitpicky or negative, since I'm focusing on little gripes and such, but understand that's in the context of an overall experience that is spectacular.
After starting episode 2, I selected Micky as my character since he was just introduced. Micky was told he must do the LA mission to prove himself worthy of being on the AMC team, so I expected this to happen right away. But actually I go to the base first and have some freedom to check out various things. It wasn't clear whether I should be purchasing anything with the starting credits, so I didn't and found my way to the mission launcher.
The guys you can command at the start of the LA map are cool, but they couldn't follow me once I got into the first vent. I tried voice commands on them too but I guess they don't cheat to keep up with you, so they are just stuck near the start area, even though their portraits continue to be in the hud after that.
I accidentally deployed a mini-turret because I didn't realize it was the selected item, then I could not pick it up again even though it had not fired a shot. That was a little frustrating.
I feel that doing the sliding kick requires more keys than it should. You have to press forward, and press sprint, and press down, and press quick kick. If I'm already sprinting, then I feel that it should only need one other key: pressing down should do the trick at that point, since in most games that have sliding, pressing down while sprinting will start a slide.
The inventory wheel is pretty cool but I wish it showed the names of the items. I have no idea what a lot of these things are. I realize that placing text next to graphics can be a pain, but maybe there could be versions of the sprites just for the inventory wheel that have the names as part of the sprites.
When there's lots of pieces of glass on the ground, the sound it makes walking over them is a bit overwhelming and doesn't really convey what is happening for me. imo that's a detail you could just leave out and not have it make a sound. For what it's worth, Ion Maiden has this issue as well with lots of incidental environmental sounds from bumping into stuff taking up too much of the audio.
I did the area where you step on a shrinker trap -- very creative and well-executed! But as always, I have complaints. I found the ramp leading out of the room and promptly sprint jumped to the other side. I decided to go back and explore, went into the lego house, did the things and found the bikes on the roof. Well, I did end up taking the bike over the ramp, but this turned out to be much more difficult than simply sprint jumping it. I take the bike up through the vents and park it. There's thumb tack that I can interact with -- that made me turn around. It took a few times before I realized it was turning me around because I was getting on a rope ladder. Since I couldn't see the rope, it looked like I was just turning for no reason. You might consider putting up an icon showing that the player is in ladder mode, or just forcing them partway down the ladder so it becomes obvious. Alright, so last part of the shrinker area. I take the bike down into the fiery room where there is clearly a ramp to jump over the flames. I try this a few times and die because the jump is too far. Then I notice a side ledge that I can just walk on, so I do so. The bike is a red herring at this point: you don't need it at all and it's easy without it. In any case, this whole area was still a lot of fun and I will have more to report in the future (probably in less detail).
#180 Posted 07 March 2019 - 02:47 AM
Quote
After starting episode 2, I selected Micky as my character since he was just introduced. Micky was told he must do the LA mission to prove himself worthy of being on the AMC team, so I expected this to happen right away. But actually I go to the base first and have some freedom to check out various things. It wasn't clear whether I should be purchasing anything with the starting credits, so I didn't and found my way to the mission launcher.
This is basically just a compromise; I don't want to force the players to go through the intro cutscene and then play a relatively long level before being able to visit the AMC base first, even if the cutscene does suggest more urgency in the situation. There's no way to harm yourself with what you spend your money on; the choice is completely yours.
The AMC soldiers are very basic, although there is a research project that gives them a teleport device that lets them stay with you.
With the slide kick, there's no crouching involved - it should trigger just by sprinting forward and hitting the melee key - I'll see if that's a bug or something left over.
Quote
I accidentally deployed a mini-turret because I didn't realize it was the selected item, then I could not pick it up again even though it had not fired a shot. That was a little frustrating.
That's a fair complaint - the only real reason was the mini-turret doesn't store its ammo count but I can work something out easily enough to prevent the problem you had.
Quote
The inventory wheel is pretty cool but I wish it showed the names of the items. I have no idea what a lot of these things are. I realize that placing text next to graphics can be a pain, but maybe there could be versions of the sprites just for the inventory wheel that have the names as part of the sprites.
Yeah I did need to do this, just one of those time constraint things - it's on my to do list.
Quote
When there's lots of pieces of glass on the ground, the sound it makes walking over them is a bit overwhelming and doesn't really convey what is happening for me. imo that's a detail you could just leave out and not have it make a sound. For what it's worth, Ion Maiden has this issue as well with lots of incidental environmental sounds from bumping into stuff taking up too much of the audio.
I do like the sound but I do agree it's pretty aggressive, I've tweaked and sorted this out so they have zero priority and are much quieter now.